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Everything posted by spec
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Finishing combos on lighter characters like Elphelt with GMY allows them to tech when closer to the corner, probably he was trying to ensure hard knockdown.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
Is there a tournament at Otakuthon this weekend? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
this is actually so close to me :0 -
I was wondering what are some good and easy combos to use with black hole. I've seen Nage do a few interesting things such as IAD jPK GMY 5K... but I wanted to get your guys opinion, thanks!
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FDC JK is now the fastest overhead in the game so you should be using that as much as possible with 2K for a real cheap 50/50. 6H is reactable but even good players will still get hit by it if they arn't looking out for it... good to use during pressure eg cS > 5P > 6H... same applies to 5D
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Montreal: Le Thread Generale Pour Weeaboo Fighters
spec replied to BladeOfJustice7's topic in International
ggs everyone on friday, feels great to play offline again will do -
Something I don't quite fully understand with the update is how its possible to now block metagiri after the first hit. How does this occur? my understanding is the move activates if the first hit will connect (they are in a throwable state) so then the next hits should subsequently combo. What is happening such that the move activates and they are able to block after?
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some 1.1 stuff courtesy of Mark of the Gear: https://www.youtube.com/watch?v=Tgu3OXl4D1Q looks like jKjc2K combos into 5H more easily (due to lower height I guess) And also Backwards pogo strike / ground flower give an interesting combo. Makes sense to the following changes: Backward (from Spear Point Centripetal Dance) Float of the opponent on hit changed. Attack damage reduced from 40 to 24. See? I’m a Flower! Untechable time increased. At first I thought reducing the damage on "Backward" was kind of dumb and arbitrary since it isn't particular useful or powerful, but I guess they were aware of the combo loops. Interesting =)
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after watching some gameplay stream today of 1.1, I saw a Faust player (Nage I think) use the 2K > Drill whiff at close range > Command Grab mixup, so this is still a thing
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unfortunately this combo will no longer work in the patch, since they are adding an additional 5f recovery to command throw.
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The door move is rarely a threat (its not actually a mixup), as up-back + FD beats all its forms and will get you a punish on from-the-back or from-above I'm pretty sure Door YRC is completely safe unless you guess, and mash a quick normal before its 6f startup.
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With the increase of knowledge being dropped in the Faust gameplay and combo threads, keeponrockin and I have decided that the time has come for a Faust Skype group! The purpose of this will be to discuss Faust tactics, matchups, videos, etc in a more active way so we can all become masters of this character. post your skype ID here, or PM keeponrockin or myself if you want in!
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If you're able to sneak in a jump after IBing? Sure, but I'd end the jumpin combos with Sweep rather than f.S. Or simply super jump > air dash to gtfo out of the corner.
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He got mostly nerfs... so did everyone else in S tier. Chipp isn't a bad matchup, neither is I-No. 2-3 knockdowns and they are dead, while 2K beats most of their shenanigans (especially Chipp). 6P destroys May. Milia is tougher. Picking up secondaries to compensate for bad matchups is almost always less rewarding than learning the matchup for a single character you stick with, except at the highest level of play.
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ah ok, thanks
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thanks for the translation, what do these mean? opponent doesn't currently enter blocking animation during item toss, I'm confused. Honestly most of the changes don't seem bad at all. Faust does less damage now. I'd call that fair.
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I don't know of one but I'd be down to make one, I mostly hang around in the main GG skype chat as well.
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those are some interesting mixups, the more easy route I was thinking is just that the meaty bomb bag will put you at an advantage to set up pressure (2K > whatever) so its reversal safe etc
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Dash > Faultless Defense cancel > Crawl (down forward). Practice doing this quickly to get into Faust's range and avoid Stun Edge. Throw Items when one whiffs. 2H > Scalpel when in range, the huge range of 2H often catches them off guard and if it hits them out of the startup of Stun Edge you get a counter hit and combo into Scalpel.
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Are there any benefits to 2D Oki vs GMY? the way I see it, after GMY you should do a dash > throw delayed item which may keep then blocking but not guaranteed, although you could get a good item like bomb / metoer etc. After 2D I usually would go into a JC j.236P because this guarantees to keep them blocking and puts you at a decent frame advantage when you land next to them, as well as being safe from many reversals. I guess the item throw has the same risk/reward as with GMY, would you agree the bomb bag Oki is the "safe" option?
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Actually 90% proration on 6H is not bad at all, I messed up thinking that meant the equivalent of what would be 10% proration, which would be awful :P
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Thats good news about the drill then, makes it much easier so that you don't mess up and get low drill instead of FDC. 6H prorate is pretty rough however.The auto jump install is cool, Spring > 214S might have some interesting combos now. And I'm pretty sure the increased recovery on Metakiri will no longer allow Metakiri > 5K in the corner since that timing is already pretty tight.
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I'm not sure I understand the j2K changes. You can do it lower to the ground? but you can already do it so low that it can be whiffed right in the opponent's face. However, one thing I've noticed is you can't FDC super low to the ground, so if the j2K is considered to come out earlier now it could potentially allow extremely low FDC > jK making the instant overhead even faster. Just a theory.
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true, it wouldn't be punishable since any half decent Faust is always canceling into item anyway. I guess the change actually makes sense since now you have to mixup you're choice of cancel when an item is already out more thoughtfully.
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I guess time will tell what happens with f.S, if it becomes punishable on block that would be a huge nerf to Faust's neutral imo. Ya that's why it doesn't make sense to me, I thought the first hit always had to connect or else you get a whiff animation. I wonder if anyone knows a situation where only the later hits connect?
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